logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,643
Total Threads: 8,744
Posts: 95,520

Administrators:
DeeZire, Redemption

There are currently 25 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 02-16-2004, 05:54 AM   #11 (permalink)
Senior Member
 
Join Date: Dec 2002
Posts: 1,031
Send a message via ICQ to Phoib Send a message via MSN to Phoib
Default

The weapon coordinates are absolute, meaning they keep the same coordinates regardless of what side the object is facing.
Phoib is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-16-2004, 09:01 AM   #12 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default

Damn...

Aww well, there's almost always a workaround...
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-16-2004, 11:50 AM   #13 (permalink)
Guest
 
Posts: n/a
Default

Sorry about that last reply, I did not specify correctly. The new firebone for the Raptor that I created fires its own RaptorVulcan for the Airfield Raptor (just A10ThundervoltVulcan name). I tried to created a turret off the nosetip of the Raptor and linked the firebone, turret, and FX properly in gmax, then I set turret setting that did not allow any pitch or turnrate, did not work. Probably because it has something to do with the weapon, the turret was not needed. I could not find a Vulcan Cannon in the WeaponObjects ini, suppose I need to create one. My next try is to adjust the specific height the weapon has to be fired at so the jet goes to that height before firing although I'm not on regular computer, I believe an ini specifies somewhere. Nevermind a strafe, just as long as the jet has to pitch down during the attack. Anyone figure out how to make any air object lower the altitude at which they attack? Any ideas? Thanks
 
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-16-2004, 12:26 PM   #14 (permalink)
Senior Member
 
Join Date: Aug 2003
Location: the Netherlands
Posts: 228
Send a message via ICQ to DeathAngel Send a message via MSN to DeathAngel
Default

you could try to make an animation in Gmax that is basicly the plane diving downwards, and staying there. Call it Raptor_Down.W3D
then you make a model of the plane static, but at the same heigt that the previous model just dove to (say -20) and call it Raptor_Low.W3D
then make another animation of the raptor going up again, call it Raptor_Up.W3D

then in the INI set it up like this:
defaultconditionstate
model = raptor
transitionkey = TRANS_normal

Conditionstate = PREATTACK_A (where primairy weapon is your vulcan)
animation = raptor.raptor_Down 10 (or some value that looks good)
animationmode = Once

ConditionState = FIRING_A
model = Raptor_Low
Transitionkey = TRANS_Attacking

Transitionstate = TRANS_Attacking TRANS_Normal
animation = raptor.raptor_up 20 (or some value that looks good)
animationmode = once


that should do it.
you can also try to use the transitionstates insted of the PREATTACK_A module if that doesnt work.
DeathAngel is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-16-2004, 12:28 PM   #15 (permalink)
Senior Member
 
Join Date: Aug 2003
Location: the Netherlands
Posts: 228
Send a message via ICQ to DeathAngel Send a message via MSN to DeathAngel
Default

oh, and dont forget to type END at the end of each module
I just typed this quick, may need some more details filled in to work, but you get the idea
DeathAngel is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-16-2004, 12:40 PM   #16 (permalink)
Guest
 
Posts: n/a
Default

Right on, another project in gmax. Will give it a shot. Seems so much cleaner just using codes. My models always export with different colors and fx boxes showing up (I click hide properly and it all looks good except colors, fx boxes show up when the animation is in play). Takes up a lot of time. Coding is a much less time consumer. Will try. Thanks for the idea
;------------------------------------------------------------------------------------
 
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Strafing Planes and Projectiles AntiSocialKindaGuy Generals & Zero Hour Editing 0 03-15-2005 11:02 AM
Strafing Run on Helicopter coolfile Generals & Zero Hour Editing 3 02-20-2005 06:30 AM
Animating Diving Strafing Aircraft NEONecd888 Generals & Zero Hour Editing 20 12-11-2004 03:19 PM
Strafing runs CodeCat Generals & Zero Hour Editing 12 12-04-2003 10:29 AM
jet strafing Mandalorain Generals & Zero Hour Editing 2 09-01-2003 10:47 PM


All times are GMT -4. The time now is 06:28 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.